Poodletooth-iLand/toontown/minigame/MazeSuit.py

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from direct.showbase.DirectObject import DirectObject
from direct.interval.MetaInterval import Parallel
from direct.interval.LerpInterval import LerpPosInterval, LerpHprInterval
from direct.showbase.RandomNumGen import RandomNumGen
from pandac.PandaModules import Point3, WaitInterval
from pandac.PandaModules import CollisionSphere, CollisionNode
from toontown.suit import Suit
from toontown.suit import SuitDNA
from toontown.toonbase import ToontownGlobals
import MazeGameGlobals
class MazeSuit(DirectObject):
COLL_SPHERE_NAME = 'MazeSuitSphere'
COLLISION_EVENT_NAME = 'MazeSuitCollision'
MOVE_IVAL_NAME = 'moveMazeSuit'
DIR_UP = 0
DIR_DOWN = 1
DIR_LEFT = 2
DIR_RIGHT = 3
oppositeDirections = [DIR_DOWN,
DIR_UP,
DIR_RIGHT,
DIR_LEFT]
directionHs = [0,
180,
90,
270]
DEFAULT_SPEED = 4.0
SUIT_Z = 0.1
def __init__(self, serialNum, maze, randomNumGen, cellWalkPeriod, difficulty, suitDnaName = 'f', startTile = None, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ, walkSameDirectionProb = MazeGameGlobals.WALK_SAME_DIRECTION_PROB, walkTurnAroundProb = MazeGameGlobals.WALK_TURN_AROUND_PROB, uniqueRandomNumGen = True, walkAnimName = None):
self.serialNum = serialNum
self.maze = maze
if uniqueRandomNumGen:
self.rng = RandomNumGen(randomNumGen)
else:
self.rng = randomNumGen
self.difficulty = difficulty
self._walkSameDirectionProb = walkSameDirectionProb
self._walkTurnAroundProb = walkTurnAroundProb
self._walkAnimName = walkAnimName or 'walk'
self.suit = Suit.Suit()
d = SuitDNA.SuitDNA()
d.newSuit(suitDnaName)
self.suit.setDNA(d)
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self.suit.nametag3d.stash()
self.suit.nametag.destroy()
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if startTile is None:
defaultStartPos = MazeGameGlobals.SUIT_START_POSITIONS[self.serialNum]
self.startTile = (defaultStartPos[0] * self.maze.width, defaultStartPos[1] * self.maze.height)
else:
self.startTile = startTile
self.ticFreq = ticFreq
self.ticPeriod = int(cellWalkPeriod)
self.cellWalkDuration = float(self.ticPeriod) / float(self.ticFreq)
self.turnDuration = 0.6 * self.cellWalkDuration
return
def destroy(self):
self.suit.delete()
def uniqueName(self, str):
return str + `(self.serialNum)`
def gameStart(self, gameStartTime):
self.gameStartTime = gameStartTime
self.initCollisions()
self.startWalkAnim()
self.occupiedTiles = [(self.nextTX, self.nextTY)]
n = 20
self.nextThinkTic = self.serialNum * self.ticFreq / n
self.fromPos = Point3(0, 0, 0)
self.toPos = Point3(0, 0, 0)
self.fromHpr = Point3(0, 0, 0)
self.toHpr = Point3(0, 0, 0)
self.moveIval = WaitInterval(1.0)
def gameEnd(self):
self.moveIval.pause()
del self.moveIval
self.shutdownCollisions()
self.suit.loop('neutral')
def initCollisions(self):
self.collSphere = CollisionSphere(0, 0, 0, 2.0)
self.collSphere.setTangible(0)
self.collNode = CollisionNode(self.uniqueName(self.COLL_SPHERE_NAME))
self.collNode.setIntoCollideMask(ToontownGlobals.WallBitmask)
self.collNode.addSolid(self.collSphere)
self.collNodePath = self.suit.attachNewNode(self.collNode)
self.collNodePath.hide()
self.accept(self.uniqueName('enter' + self.COLL_SPHERE_NAME), self.handleEnterSphere)
def shutdownCollisions(self):
self.ignore(self.uniqueName('enter' + self.COLL_SPHERE_NAME))
del self.collSphere
self.collNodePath.removeNode()
del self.collNodePath
del self.collNode
def handleEnterSphere(self, collEntry):
messenger.send(self.COLLISION_EVENT_NAME, [self.serialNum])
def __getWorldPos(self, sTX, sTY):
wx, wy = self.maze.tile2world(sTX, sTY)
return Point3(wx, wy, self.SUIT_Z)
def onstage(self):
sTX = int(self.startTile[0])
sTY = int(self.startTile[1])
c = 0
lim = 0
toggle = 0
direction = 0
while not self.maze.isWalkable(sTX, sTY):
if 0 == direction:
sTX -= 1
elif 1 == direction:
sTY -= 1
elif 2 == direction:
sTX += 1
elif 3 == direction:
sTY += 1
c += 1
if c > lim:
c = 0
direction = (direction + 1) % 4
toggle += 1
if not toggle & 1:
lim += 1
self.TX = sTX
self.TY = sTY
self.direction = self.DIR_DOWN
self.lastDirection = self.direction
self.nextTX = self.TX
self.nextTY = self.TY
self.suit.setPos(self.__getWorldPos(self.TX, self.TY))
self.suit.setHpr(self.directionHs[self.direction], 0, 0)
self.suit.reparentTo(render)
self.suit.pose(self._walkAnimName, 0)
self.suit.loop('neutral')
def offstage(self):
self.suit.reparentTo(hidden)
def startWalkAnim(self):
self.suit.loop(self._walkAnimName)
speed = float(self.maze.cellWidth) / self.cellWalkDuration
self.suit.setPlayRate(speed / self.DEFAULT_SPEED, self._walkAnimName)
def __applyDirection(self, dir, TX, TY):
if self.DIR_UP == dir:
TY += 1
elif self.DIR_DOWN == dir:
TY -= 1
elif self.DIR_LEFT == dir:
TX -= 1
elif self.DIR_RIGHT == dir:
TX += 1
return (TX, TY)
def __chooseNewWalkDirection(self, unwalkables):
if not self.rng.randrange(self._walkSameDirectionProb):
newTX, newTY = self.__applyDirection(self.direction, self.TX, self.TY)
if self.maze.isWalkable(newTX, newTY, unwalkables):
return self.direction
if self.difficulty >= 0.5:
if not self.rng.randrange(self._walkTurnAroundProb):
oppositeDir = self.oppositeDirections[self.direction]
newTX, newTY = self.__applyDirection(oppositeDir, self.TX, self.TY)
if self.maze.isWalkable(newTX, newTY, unwalkables):
return oppositeDir
candidateDirs = [self.DIR_UP,
self.DIR_DOWN,
self.DIR_LEFT,
self.DIR_RIGHT]
candidateDirs.remove(self.oppositeDirections[self.direction])
while len(candidateDirs):
dir = self.rng.choice(candidateDirs)
newTX, newTY = self.__applyDirection(dir, self.TX, self.TY)
if self.maze.isWalkable(newTX, newTY, unwalkables):
return dir
candidateDirs.remove(dir)
return self.oppositeDirections[self.direction]
def getThinkTimestampTics(self, curTic):
if curTic < self.nextThinkTic:
return []
else:
r = range(self.nextThinkTic, curTic + 1, self.ticPeriod)
self.lastTicBeforeRender = r[-1]
return r
def prepareToThink(self):
self.occupiedTiles = [(self.nextTX, self.nextTY)]
def think(self, curTic, curT, unwalkables):
self.TX = self.nextTX
self.TY = self.nextTY
self.lastDirection = self.direction
self.direction = self.__chooseNewWalkDirection(unwalkables)
self.nextTX, self.nextTY = self.__applyDirection(self.direction, self.TX, self.TY)
self.occupiedTiles = [(self.TX, self.TY), (self.nextTX, self.nextTY)]
if curTic == self.lastTicBeforeRender:
fromCoords = self.maze.tile2world(self.TX, self.TY)
toCoords = self.maze.tile2world(self.nextTX, self.nextTY)
self.fromPos.set(fromCoords[0], fromCoords[1], self.SUIT_Z)
self.toPos.set(toCoords[0], toCoords[1], self.SUIT_Z)
self.moveIval = LerpPosInterval(self.suit, self.cellWalkDuration, self.toPos, startPos=self.fromPos, name=self.uniqueName(self.MOVE_IVAL_NAME))
if self.direction != self.lastDirection:
self.fromH = self.directionHs[self.lastDirection]
toH = self.directionHs[self.direction]
if self.fromH == 270 and toH == 0:
self.fromH = -90
elif self.fromH == 0 and toH == 270:
self.fromH = 360
self.fromHpr.set(self.fromH, 0, 0)
self.toHpr.set(toH, 0, 0)
turnIval = LerpHprInterval(self.suit, self.turnDuration, self.toHpr, startHpr=self.fromHpr, name=self.uniqueName('turnMazeSuit'))
self.moveIval = Parallel(self.moveIval, turnIval, name=self.uniqueName(self.MOVE_IVAL_NAME))
else:
self.suit.setH(self.directionHs[self.direction])
moveStartT = float(self.nextThinkTic) / float(self.ticFreq)
self.moveIval.start(curT - (moveStartT + self.gameStartTime))
self.nextThinkTic += self.ticPeriod
@staticmethod
def thinkSuits(suitList, startTime, ticFreq = MazeGameGlobals.SUIT_TIC_FREQ):
curT = globalClock.getFrameTime() - startTime
curTic = int(curT * float(ticFreq))
suitUpdates = []
for i in xrange(len(suitList)):
updateTics = suitList[i].getThinkTimestampTics(curTic)
suitUpdates.extend(zip(updateTics, [i] * len(updateTics)))
suitUpdates.sort(lambda a, b: a[0] - b[0])
if len(suitUpdates) > 0:
curTic = 0
for i in xrange(len(suitUpdates)):
update = suitUpdates[i]
tic = update[0]
suitIndex = update[1]
suit = suitList[suitIndex]
if tic > curTic:
curTic = tic
j = i + 1
while j < len(suitUpdates):
if suitUpdates[j][0] > tic:
break
suitList[suitUpdates[j][1]].prepareToThink()
j += 1
unwalkables = []
for si in xrange(suitIndex):
unwalkables.extend(suitList[si].occupiedTiles)
for si in xrange(suitIndex + 1, len(suitList)):
unwalkables.extend(suitList[si].occupiedTiles)
suit.think(curTic, curT, unwalkables)